VideoConfig: Drop force vertex/pixel ubershader settings

This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.
This commit is contained in:
Stenzek
2017-07-31 23:21:38 +10:00
parent ed331918f0
commit d62dcd397d
10 changed files with 8 additions and 47 deletions

View File

@ -385,20 +385,15 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
}
}
// Ubershader fallback?
bool uber_vertex_shader = use_ubershaders || g_ActiveConfig.bForceVertexUberShaders;
bool uber_pixel_shader = use_ubershaders || g_ActiveConfig.bForcePixelUberShaders;
bool using_ubershaders = uber_vertex_shader || uber_pixel_shader;
// Switching to/from ubershaders? Have to adjust the vertex format and pipeline layout.
if (using_ubershaders != m_using_ubershaders)
if (use_ubershaders != m_using_ubershaders)
{
m_using_ubershaders = using_ubershaders;
m_using_ubershaders = use_ubershaders;
UpdatePipelineLayout();
UpdatePipelineVertexFormat();
}
if (uber_vertex_shader)
if (use_ubershaders)
{
UberShader::VertexShaderUid uber_vs_uid = UberShader::GetVertexShaderUid();
VkShaderModule vs = g_shader_cache->GetVertexUberShaderForUid(uber_vs_uid);
@ -408,9 +403,7 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
m_pipeline_state.vs = vs;
changed = true;
}
}
if (uber_pixel_shader)
{
UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
if (ps != m_pipeline_state.ps)